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Just want to mention that my Bane build took both Wolf Armor and Bane Armor because resistance is a lot harder to get than defense and I figure 3% base is better than nothing. With stamina being innate, it's not hard to get Wolf Armor. And I've already taken double Assault and Maneuver.
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Quote:Yeah, I am still planning the build. It really really sucks that Stalker doesn't get Dragon Tail. I made a Scrapper MA/Elec but I have this under-dog mentality that I want to make Stalker. I know Scrapper does more damage especially with Dragon Tail. It's not the greatest aoe in the game but it's fast enough and with Stalker's 50% critical from hidden, it can be really handy on a larger team. Why does Stalker need Storm Kick?!!! Who needs 6 ST melee attacks in one set?? Such a design flaw IMO.If you're planning on fighting long-term, it may (okay, will) be reduced damage. For most Stalker fights, you won't be fighting for very long at once and you can just rely on the extra burst damage, though.
Since you have to take either Thunder Kick or Storm Kick, you may as well at least throw a couple of slots into it for Acc/Dam (S)HO/IOs and use it as attack chain filler for things that don't die after your first round of heavy hitters.
Well, I can't think of anything fancy with MA. The only thing it has over other sets is having 4 attacks higher than 10s recharge. At lower level +0 and against mobs that don't have much smashing resistance, one critical Axe can kill a minion. I am trying to throw in some damage procs so hopefully I can make it the best "burst" damage ST build.
Or who knows, I may end up leveling Scrapper because MA on Scrapper looks quite good. -
Do you think I'll be gimping my damage a lot if I don't rely on Storm Kick (which has the highest dpa)?
I am thinking only: Cobra, Crane, Axe and Eagle? Basically all attacks with at least 10s recharge. What do you think?
Any experienced MA stalker here?
I guess the goal is to deliver heavy attack rather than dps. -
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Quote:heheI think Jibi and I have the same ideas when it comes to Forts. Right on! *internet high-five!*
Fortunata is my #1 favorite toon in CoX. She is the first toon that I bought all the expensive sets for and the first toon to reach 2nd tier alpha. :P I've also persuaded a friend who left his Fort on Virtue server (we are now on Freedom) to bring her to Freedom for shards. He eventually followed my build (his old build is so messed up) and now he says Fortunata is his best toon! muhahahaha.
He doesn't like melee that much and Fort gives everything he loves: good all-ranged damage, nuke with no crash, controls, mez protection (he really hates being mezzed), and god-mode defense. :P -
Quote:I honestly think the current Assassin Strike sucks in PvE even after the change. It should improve our dps/dpa against "hard" target like AV and not hurt it. If they can just reduce activation time a bit, AV fight could be a bit better as you get a few seconds of "no-aggro" too.Had the sustained end recovery for BB - BS - FB - BB - BS - CS - Repeat on my Kin/WP, I found the DPS to just...well I solo'ed a few AVs, but my scrappers do so much better.
Nvm the lower survival (and I felt the lower survival on my Stalker vs my Scrapper...however, I found I could usually run away, recover and get back at them before they regened enough to make it a HUGE problem), the damage was just less :/
Nightstar I couldn't dent, but she has pretty great resistances. Chimera I soloed (it took awhile to figure out how to go about it...ie runaway), and one other, I don't recall, but for most I couldn't get the DPS up there. :/
It still bothers me that Stalker isn't even the best at taking down one tough target. -
They really could have dropped Thunder Kick for Dragon Tail after they made the new changes... I don't see the point having Thunder Kick with Cobra's change.
By the way, Stalker's Eagle Claw has base 15% chance to critical right? So this should bring DPA a bit higher? -
Quote:This is only partially true. I have a NW (all melee) and Fort (all range) build and while NW's damage is higher than Fort, the fact that she needs to be in melee can hurt dps as well. It takes time to find target, chase a target (runner or got knocked back) and NW is at much greater risk of dying than Fortunata who is all ranged. You deal zero damage when you die.Melee Fortunata's have the highest base DPS, and have the potential to continue to out-DPS a Ranged Fortunata with someone who is skilled at IO slotting.
NW also has Slash which adds a lot to dps. Fort's "highest" damage attack (the "best" attack is Dominate!) is only Lunge. I am not too sure if melee Fort can really deal that much more damage than an all-ranged Fort that focuses on using Dominate, Gloom and Subdue. AoE damage wise, melee Fort has better damage in Spin for sure.
Edit: I also want to add that if you measure NW's damage against something like Pylon, then yeah, NW's damage is a lot higher because pylon doesn't move at all. My Fort still can't take Pylon down lower than 10%. I need more damage procs I think. :P But in general gameplay in pve, being all-ranged is still very beneficial. -
Quote:I play my Fortunata more like Blaster than Dominator. I only use Dominate as my ST control and then I have two aoe control powers in Aura of Confusion and Psychic Wail (a nuke + stuns!).Is Aura of Confusion any good? I know I never cared for the Epic version of if. Saw that it was in a build above. I am taking a Fortuna build as the alt build of my Widow who I love to death. Deciding on some powers still and wondering what the opinions are between Confuse and Aura.
I didn't take Confuse. I did take Scramble Thought before alpha because mag 4 stun is kinda handy when I fight two bosses. Stun set is good for set bonuses too but I find Scramble's activation too long (3 second) and it doesn't bring much to the table when I fight AVs. So, in my final alpha build, I took Darkest Night (I couldn't afford running 8 toggles + DN without Cardiac!) instead hoping that -damage can help a tiny bit. My Dominate already recharges so fast so I don't feel the need to have Scramble (but mag 4 stun is handy).
I would definitely take Aura of Confusion. -
I brought up Bayonet because I only want to take two aoe attack and one of them for sure is Venom Grenade. I can't decide between Heavy Burst and Frag Grenade yet.
If it's just Single Shot and Burst, I feel my ST damage is too low so I want to take one more ST attack. I've only tried Bayonet once when SoA came out and it was a long time ago. I remember the total damage isn't bad after all the DoT. -
Quote:So I have a lvl50 crab that I love, but I love her only for the pets. I desided recently to tryout a MM (Demon/DM) and try my luckout at them. I am now 23 and I love doing missions around my lvl but it seems like when I go on missions with 50's, my pets die in a single hit. At 50 will MM pet's be anywheres as good as my crab's bot's in dmg and survivability? (I always have Shadow Fall and Manuvers on and have 150mil worth of IO's on to help.)
Those that say their experiences are "different" are not telling the whole picture. There is a big difference between Robot/Thug VS Other Primaries (I think Demon survives better because they have heal and fire resistance). Melee pets just don't survive long enough to be at melee range against those big aoe damage.
Your Crab's pets seem better because your crab could be carrying a lot of +defense. If you want your demons to survive better, you definitely want to slot pet uniques to increase their defense and resistance.
There are many factors why your MM pets die faster. If you get scaled up to 49, your pets may be fighting +3 to +4 difficulty. Yes, in that case, they can easily get one-shotted or two-shotted. And also, Demon's pets are hybrid melee/range so they attract more aggro than your crab pets. When you play Crab, you are doing more damage than the pets especially when you start with venom grenade and whatnot. Your Crab takes alpha, not your pets. Resistance-wise, MM pets actually have more variety than the Reinforcement spiders if I remember correctly.
I play mostly Necro/Pain now and the harder the mission, the more I hate my MM(s). They just can't handle big aoe attacks especially in BSF and Apex. I find the set bonuses don't help my pets much and I refuse to take taunt because if I want damage to myself, I would play something else.
If you are on a large team, don't send in your pets first. Let others take alpha and then you send in the pets. Since you are /Dark, you should start with Fearsome Stare and/or Darkest Night and then try to stay closer to your pets as the aoe healing radius is small.
And in apex, those crab pets die just as easily as MM's pets because they don't know how to dodge blue flame. :P You can't goto them the way you can with MM's pets. And also, during the last battle, your MMs are busier trying to goto and resummon and run away from swords than trying to take down Battle Maiden. Don't be fooled that just because the MMs are not dying, they are contributing a lot. They don't. With the current Pet AI, some pets will run in very quick and die in blue flame in 2s. It's a hard task alone trying to survive all the ambushes and dodging all the blue flame. Your MM's best tools in that situation is your secondary powers. Oh and I don't play Robot and Thug. :P -
Most of the Huntsman builds I've seen don't use Bayonet in the attack chain. Bayonet seems to have pretty good damage per activation (although some of the damage is in DoT).
Any of you use Bayonet often in attack chain? -
Quote:Yup and Dom also has pet(s) that can add even more DPS (if the pet doesn't die of course). So it is really hard to compare Corr VS Dom damage.
Doms can also vary in their damage, as sets like Fire and Electric Assault, with their Build Up, can produce more burst damage than the sets with Power Boost. It's also important to note that since a Dom's base damage IS higher, it gets a lot of benefit from other buffers on the team.
I would say, in general, you invite Dominator for Control + Damage and Corruptor for Support and Damage. -
Quote:Do you have access to SoA? Fortunata and Crab/Soldier is an excellent range AT with excellent survival.Hi all,
It's only recently that I've started to play Redside and was looking at various AT's to roll. I was wondering from a damage perspective how do these two compare?
I'm only after a general rule of thumb.
As for Corruptor VS Dominator, base damage-wise, Dominator is a lot higher especially if you use melee attacks but Corruptor's strength is in stacking buffs/debuffs.
I think Corr VS Dom damage comparison is like apple and orange. Most people compare Corr VS Defender or Dom VS Blaster.
I guess the key question is:
1. Do you like control powers? Do you like to control?
2. Do you use melee attacks a lot? If Yes, then go with Dom.
3. Do you like to support? If so, go with Corr.
Corr and Dominator's game play is too different. -
Quote:No. lol I was trying to beat his regen... and then after he summoned 3 of them, I just got fed up with him and he regen back.I soloed Trapdoor on my Spines/Nin, and I can guarantee that Kinetic has more single target DPS than Spines. Were you not killing the bifurcations to shut down his regen?
I actually didn't know those bifurcations help him regen because I've been doing alpha stuff with a friend and we normally kill him under 10s or so.
Edit: Another problem is I've been playing my alpha Bane a lot and his damage just feels so much higher. I feel my Kin's damage is kind of lacking until I see more critical hits. -
I just alpha my Kin/Dark and my impression of Kin at high level is that my ST damage isn't high enough (the -damage debuff is nice though). I haven't really tried to solo a real AV yet but I had trouble killing Trapdoor with his regen. I was embarrassed. Maybe it wasn't meant to be soloed but I couldn't beat his regen and running back and forth to kill his "copies" is just annoying.
I think I need some damage procs to counter regen....
Even if Kin's ST damage isn't that great, it still has one awesome Burst. -
Quote:Oh, Foresight is the best Passive power in the game. Its base defense is 7.5% to range, melee and AoE and offers 20% resistance to Psionic and I believe it offers some scaling resistance too when your health is lower.while I'm asking stuff also.
Should my fortunata have foresight?
I took fighting for weave instead of foresight, and I'm wondering if foresight might have been more useful, even with minimal slotting on it?
When I think of Fortuanta, I think of all range attacks. I haven't really tried melee hybrid Fort as I think my range attack damage is good enough already. -
Quote:Not sure about that "overall more effective" part because my Fortunata is extremely effective with damage, range damage and much better survival being at range, in air and with controls.Leaving aside a proposed build for the moment, the main difference between a Night Widow and a Fortunata is that the Night Widow is melee. Because of that, the Night Widow does more damage, faster, and is overall more effective.
NW has better burst damage and much better ST DPS with follow up. My NW is actually Blood Widow concept by using follow-up and no mental attacks. However, NW's Psionic Scream actually does very good damage and from what I heard, it doesn't cause weapon redraw. You can open the battle with BU + Slash/Spin and run back for Scream cone attack. You can skip Mental Blast if you want and take Poison Dart for one range attack.
Some tips:
1. If you can, try to fit Tough into the build. Yes, NW has very high defense but she has very little health to back up her scaling resistance. In fact, if two bosses hit you at once (IE: Rikti bosses), it's instant death for you, which happened to me two days ago when we tried to do Master Lady Grey run.
2. Don't under-estimate the power of Vengence (only one slot needed). It is very useful when somebody dies. :P It helps the team so much especially if you have MMs on the team. Their pets will love you even more.
3. Endurance cost for NW is very high because you are attacking fast. Cardiac is a great alpha for that. -
Quote:The best example of the Cottage Rule being broken (and this is kind of a technicality, because the Cottage Rule didn't exist when they did this) was the early changes to Gravity Control. It used to have a power called "Fold Space", identical to Assemble the Team. They removed Fold Space, reworked the set, added the pet and moved things around.
I heard Gravity control was a huge mess when they first designed. I was told one of the gravity powers used to phase out everything? Blah, I still don't like Dimension Shift but that's another topic. -
Quote:You know what, I think you are right. I am still trying to think of any power that they simply change it to something else completely different.The devs have not broken the cottage rule before that I am aware of. Most players simply have a misunderstanding of that the cottage rule is.
The cottage rule essentially states that you cannot change what a power does. Energize was changed from conserve power, the most radical power overhaul we've seen. This added a heal and a +regen buff, but left the endurance discount intact. The cottage rule is why the discount remains.
The devs will not change the basic purpose of a power. They can add more utility, change duration, recharge, and damage values. But they won't change what a power does.
I think the quote that coined the phrase was "We won't change Build Up into something that will Build Up a Cottage."
What I was trying to explain to somebody else is that changing recharge on Bolt doesn't change the cottage rule and that if there is enough evidence that something needs to be changed, the dev should.
The only power I can think of that got totally changed is SoA's Patron Mace Mastery. It used to have Focused Accuracy but due to many complaints on the fact that SoA can already take two Tactics from secondary and power tool, one more Focused Accuracy doesn't really do anything. The dev eventually changed it to Shatter Armor. Not sure if this is a good cottage rule change (as the change was made before it hits Live) but that change is GOLDEN!!!!!!! It makes me love my Bane 5x more. -
Quote:The only thing I can think of is teleporting MM's pets. Other than that, it is not hard to dodge those flames. What's hard is dodging flames while doing enough dps to kill BM.I've been on mostly melee teams that have taken BM down fast enough to recieve the badge.
So my question is, why the use of team teleport to do this? In my experience it really wasn't that hard to just jump out of the patches.
And I think it's funny if the main teleport tp everyone into the flame on accident. LOL All dead...
I thought about team tp for my MMs but I've made a decision not to play any of my weak MMs (necro) in the new TF. I don't enjoy resummoning just because my pets die within seconds by +4 mobs. -
Quote:That's a suggestion and a tip not a "rule" or "statement". There is no "correct" or "incorrect". Your all melee team uses envenomed daggers to counter regen but most people I play with don't use envenomed daggers and we are not interested in using all melee to prove anything. I believe in a balance of tanking, more range dps and some debuff/buffs for apex.This isn't really correct. We did an all melee Apex back in Beta and finished it without any real trouble. About the only real adaptation we did to make it run smoothly was equip everyone with envenomed daggers since we lacked a regen debuffer. It certainly wasn't the fastest run I've been on, but we did succeed and it wasn't unreasonably long.
If I say all melee-team cannot complete Apex, then you can say I am incorrect. -
I don't believe in cottage rule. Rules are made by them and can be broken by them.
If certain things are just flat out broken/un-fun/stupid, they should be changed. The dev have broken cottage rule before and they will and should if there are things that just need to be changed.
In the case of Bolt's recharge (as one of my suggestions), it's not really changing "cottage rule". Because if this is the case, then most of Dominator's Assault sets all violated "cottage rule" when they buffed them with more recharge, higher base damage. I simply call it "balancing".
As for not having enough melee attacks for melee attack chain, well you can use range attacks at melee range too so I don't see that as a problem.
At this point, what PB's lacking for me is simply being fun. It doesn't excel in any area except for having pretty attacks. And I hate that knockback in Solar Flare. I've never made a Super Strength type of character (and probably won't in the near future) so this is my first toon having that Foot Stomp attack. I was looking forward to it but that knockback is simply annoying. Sure it has its uses but I can't use it during Hover either (which I thought fits PB's Aerial-combat). So all in all, I feel the design is poor and this is very subjective of course. -
I play with a group of friends every night and the first time we tried Apex together, we beat it under 50mins and got Master of badge. It says we beat her within 15mins but it felt longer than that.
After doing Apex several times, Apex is actually quite easy and fast if you have the "tools" right.
1. Lots of good Range damage. This is great against Pylon in first mish and especially good against Battle Maiden because melee can't do enough damage when they have to keep dodging blue flame. My Fortunata took Cardiac and 2nd tier for +20% range. It is so good.
2. Take Hover! Hover is so good because those Swords can't fly and you can avoid many melee attacks. However, don't Hover too high because the blue flames follow you and if you hover too high, the people on the ground may not see the blue flames above us and if they run through them, they die. Just Hover high enough to avoid melee attacks.
3. What do Melee(s)? Well, Tanker/Brute's #1 job is to taunt all those ambushes in the last battle. Those crossbow attacks can deal a lot of damage on squishies.
4. Move your screen back so you have a LARGE view of the battle field. This is important so you can see all the blue flames on the ground. And don't run to the corners and you definitely want to stay away from the Exit Door because if somebody dies and tries to come back, you don't want the flames to build up in that area. That will be instant death when they zone in.
5. When Battle Maiden disappears after her health drops down to 50%, I think you need to kill Human ambushes to force BM back out. Killing Swords don't force her out. -
Quote:Because most pets are so fragile that you want the heavy aggro on you. You are Robot so you also get some defense from Protector.Please forgive my ignorance but I just can't wrap my noodle around this one, despite all the guides advice. To taunt is to gather all aggro on you. That's bad, isn't it? You want the aggro on your expendable minions, right? I do understand the shared/divided HP (hopefully) but still. If I go down, everyone goes down. If a Drone goes down, I just build another one.
Currently, I play a Bots/Traps named Dr. Preposterous and love it. He's 46 and in PvE, I can handle high level mobs. He has no sets just yet, as I'm saving my pennies.
I'd love to understand this but...
I don't like taunting as MM. I hate letting my pets run wild and I don't like taking hits when my pets are supposed to take hits for me. However, my favorite set like Necro and Ninja are so freaking fragile that they can't withstand one hit from higher level mobs. I find resummoning and upgrading equally as annoying.
Bodyguard is supposed to "guard" you while you are under some unfortunate attacks but with pets dying from AoE attacks left and right, you either taunt aggro to yourself or rely on your teammates to take aggro.
I know Provoke works well on Tanker-mind MM but that's not how I envision my Mastermind. My pets are my weapons and shields and they do a pretty bad job on it at lvl 50 and at higher level setting. I only play Necro and Merc btw.